#pragma once // auto generated bindings, don't manually edit #include <SRV_Channel/SRV_Channel.h> #include <AP_SerialLED/AP_SerialLED.h> #include <AP_Vehicle/AP_Vehicle.h> #include <GCS_MAVLink/GCS.h> #include <AP_Relay/AP_Relay.h> #include <AP_Terrain/AP_Terrain.h> #include <AP_RangeFinder/AP_RangeFinder.h> #include <AP_Notify/AP_Notify.h> #include <AP_Math/AP_Math.h> #include <AP_GPS/AP_GPS.h> #include <AP_BattMonitor/AP_BattMonitor.h> #include <AP_Arming/AP_Arming.h> #include <AP_AHRS/AP_AHRS.h> #include <AP_Common/Location.h> #include "lua/src/lua.hpp" #include <new> #if !defined(AP_TERRAIN_AVAILABLE) || (AP_TERRAIN_AVAILABLE != 1) #error Scripting requires terrain to be available #endif // !defined(AP_TERRAIN_AVAILABLE) || (AP_TERRAIN_AVAILABLE != 1) int new_Vector2f(lua_State *L); Vector2f * check_Vector2f(lua_State *L, int arg); int new_Vector3f(lua_State *L); Vector3f * check_Vector3f(lua_State *L, int arg); int new_Location(lua_State *L); Location * check_Location(lua_State *L, int arg); void load_generated_bindings(lua_State *L); void load_generated_sandbox(lua_State *L);